International Journal of Academic Research in Business and Social Sciences

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Analysis of Game Elements in Digital Educational Game According to Gagne Nine Events of Instruction

Open access

Ummu Husna Azizan, Maizatul Hayati Mohamad Yatim, Laili Farhana Ibharim, Nor Zuhaidah Mohamed Zain

Pages 131-135 Received: 02 May, 2019 Revised: 01 Jun, 2019 Published Online: 26 Jul, 2019

http://dx.doi.org/10.46886/IJARBSS/v9-i7/6097
The purpose of this study is to analyze the game elements based on Gagne Nine Events of Instruction and to develop instrument which will be use to analyze the game elements needed in the development of digital educational games. The study was conducted using qualitative design where the interview and observation involved. A total of 20 students from a school in Tanjong Malim Perak participated in this survey. The findings of the study show that eight game elements are analyzed based on Gagne Nine Events of Instruction that are mystery, action, challenge, being at risk, uncertainty of outcome, opportunity for mastery, visible signs of progress and emotional content. These elements will be aligned with Gagne Nine Events of Instruction to develop an instrument. In conclusion, this study will further enhance the digital educational games design process and further promote innovation in teaching and learning in line with the Malaysian Education Blueprint 2013-2025.
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In-Text Citation: (Azizan, Yatim, Ibharim, & Zain, 2019)
To Cite this Article: Azizan, U. H., Yatim, M. H. M., Ibharim, L. F., & Zain, N. Z. M. (2019). Analysis of Game Elements in Digital Educational Game According to Gagne Nine Events of Instruction. International Journal of Academic Research in Business and Social Sciences, 9(7), 131–135.